I am using the following code to attempt to get a sprite to fill the whole screen:
SetWindowSize(1280,800,0)
SetIntendedDeviceSize(1280,800)
SetOrientationAllowed (0,0,1,1)
SetScissor(0,0,0,0)
SetVirtualResolution(800,600)
createSprite(27,0) : SetSpriteSize(27, GetScreenBoundsRight(), GetScreenBoundsBottom()) : SetSpritePosition (27, GetScreenBoundsLeft(), GetScreenBoundsTop() ) : SetSpriteColor (27,255,125,234,255)
do
PrintC ("Screen Bounds Right = ")
Print(GetScreenBoundsRight())
PrintC ("Screen Bounds Left = ")
Print(GetScreenBoundsLeft())
Sync()
loop
No matter what device (Android and Windows) this code is run on, there is always a black bar on the right hand side. All GetScreenBoundsRight() seems to return is the VirtualWidth plus the GetScreenBoundsLeft() offset. Should this not return the full width of the device?
Also, Setscissor seems to be ignored if the app has to change orientation. If the above code is started in landscape mode (the intended orientation) the Setscissor command works fine. If I start the app in portrait mode, Setscissor is ignored.
Is this a bug?